The Blood Hunter
The trail had gone cold. But the blood had not. A smear on the bark, a crimson handprint lost in the underbrush. The half-orc kneels beside it, drawing a curved dagger from his belt. His own thumb runs across the blade’s edge. Swift, practiced, painful. The blood wells, and he speaks. The blood remembers. A whisper forms on the wind, sharp as broken bone: “South.” He rises. The hunt resumes.
The eladrin noble stands alone in her father’s study, a ritual circle scrawled hastily on the lacquered floor. Candles gutter in the dark, the scent of iron thick in the air. With trembling hands, she pierces the vein above her heart. A communion, not a wound. Her blood hisses as it meets the circle, feeding the pact. The specter that took her sister would be found. Would be unmade.
Deep in the Rotfang Wastes, a goliath cradles a corpse. His own chest is split, stitched with sinew and thread from his own body. He mutters a prayer—not to gods, but to legacy. With a single incantation, he offers his strength to the fallen. The dead boy’s eyes flutter open. The goliath exhales, not with peace, but with purpose. The blood must serve.
Blood Hunters are not born—they are made. Forged by tragedy, purpose, or cruel necessity, they willingly abandon safety, comfort, and even humanity to become something more. Something capable. In rituals etched in agony and fire, they twist their own blood into weapon and ward, carving paths no sane soul would walk. To become a Blood Hunter is not merely to choose violence it is to become an answer to it.
Cursed and Chosen
While most recoil from the unknown, the Blood Hunter stalks it. Those who take up the rite do so knowingly, irreparably altering their body and soul in pursuit of an ideal: vengeance, duty, knowledge, survival. Some were once soldiers; abandoned by cause and comrades alike. Others were scholars or physicians, driven to master forbidden rites when logic failed them. Others still are monsters already, seeking control over their instincts through pain and discipline.
The rituals that make a Blood Hunter vary across the world, alchemical injections, sigils carved beneath the skin, potions of slow-burning ruin, but the result is the same: power through suffering, and the will to wield it.
On the Hunt
No two Blood Hunters are alike. Some operate as cold mercenaries, following coin to the highest bidder. Others function as wandering inquisitors, rooting out corruption and evil wherever it festers. Some serve ancient pacts, bonded to blood-gods or forgotten powers. But all share one thing: they do not wait for evil to come. They hunt it.
Blood Hunters work well in small cells, lone duos, or as specialists within adventuring bands. Where others falter before curse or corruption, the Blood Hunter wades in willingly, already half-monster themselves.
Creating Your Blood Hunter
The rite scars more than flesh. What drove your character to such extremes? What did they lose that could not be recovered, or what truth did they glimpse that drove them to bleed for power? Did they volunteer for the rite—or were they forced into it? Do they see their powers as a gift, a burden, a penance?
Who taught you the way of blood? A secret order? A stranger in the woods? A book you should never have opened? Have you walked the path long enough to forget your former self—or do you still cling to who you once were, desperately hoping you are not lost?
When your blood spills, what rises in its place?

The Blood Hunter
| Level | Proficiency Bonus | Features | Sacrament Die | Rites Known |
|---|---|---|---|---|
| 1st | +2 | Sanguine Insight, Fighting Style | – | – |
| 2nd | +2 | Blood Rites, Blood Sacrament, Crimson Coating | d4 | 2 |
| 3rd | +2 | Order | d4 | 2 |
| 4th | +2 | Ability Score Improvement | d4 | 2 |
| 5th | +3 | Extra Attack, Blood Echo | d6 | 3 |
| 6th | +3 | Prey Drive, Blood Rite Improvement | d6 | 3 |
| 7th | +3 | Order Feature | d6 | 3 |
| 8th | +3 | Ability Score Improvement | d6 | 3 |
| 9th | +4 | – | d6 | 4 |
| 10th | +4 | Dark Augmentation | d6 | 4 |
| 11th | +4 | Vital Control | d8 | 4 |
| 12th | +4 | Ability Score Improvement | d8 | 4 |
| 13th | +5 | Order Feature | d8 | 5 |
| 14th | +5 | Crimson Tether | d8 | 5 |
| 15th | +5 | Hardened Soul | d8 | 5 |
| 16th | +5 | Ability Score Improvement | d8 | 5 |
| 17th | +6 | – | d10 | 6 |
| 18th | +6 | Order Feature | d10 | 6 |
| 19th | +6 | Ability Score Improvement | d10 | 6 |
| 20th | +6 | Blood For… | d10 | 6 |
Class Features
Hit Points
- Hit Dice: 1d10 per Blood Hunter level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Blood Hunter level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: Alchemist’s supplies
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Nature, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) two simple weapons
- (a) a light crossbow and 20 bolts or (b) four javelins
- (a) studded leather armor or (b) scale mail
- Alchemist’s supplies and an explorer’s pack
If using the starting wealth rule, begin with 5d4 × 10 gp.
Quick Build
You can make a Blood Hunter quickly by following these suggestions. First, make Constitution your highest ability score, followed by Strength or Dexterity. Second, choose the Haunted One background. Finally, take the Versatile Fighting style.
Sanguine Insight
1st-Level Blood Hunter Feature
You gain proficiency in your choice of Arcana, Nature, or Religion.
You also have advantage on Wisdom (Survival) checks made to track creatures, and Intelligence checks made to recall or identify their characteristics—such as a dragon’s breath weapon or a vampire’s vulnerabilities.
Fighting Style
1st-Level Blood Hunter Feature
Choose one of the following fighting styles:
- Archery
- Dual Wielding
- Dueling
- Featherweight Fighting
- Great Weapon Fighting
- Melee Marksman
- Thrown Weapon Fighting
- Versatile Fighting
You can’t take a Fighting Style option more than once, even if later given the option again.
Blood Rites
2nd-Level Blood Hunter Feature
You learn to invoke magical effects called Blood Rites. You know a number of Blood Rites equal to the number listed on the Blood Hunter class table.
At 6th level, once per short or long rest, you can invoke a Blood Rite without expending a Blood Sacrament.
Rite Save DC = 8 + your proficiency bonus + your Constitution modifier
Blood Sacrament
2nd-Level Blood Hunter Feature
Some features require you to perform a Blood Sacrament—drawing your own blood to invoke power. When you do so, you reduce both your current and maximum hit points by one roll of your Sacrament Die. This damage can’t be avoided.
If you have temporary hit points, you may lose those instead of your current hit points (but your maximum is always reduced). These reductions to your max HP are restored at the end of your next long rest.
Crimson Coating
2nd-Level Blood Hunter Feature
As a bonus action, you can perform a Blood Sacrament to coat a weapon you are holding in your own blood. For 1 minute, that weapon deals an additional die of damage equal to the Sacrament Die’s size.
You may choose for this additional damage to be acid, cold, fire, lightning, or poison.
You may only have one weapon Crimson Coated at a time. Reapplying this feature ends the previous effect.
Order
3rd-Level Blood Hunter Feature
At 3rd level, choose an Order to shape your blood magic. Your choice grants features at 3rd, 7th, 13th, and 18th level.
- Order of the Abomination
- Order of the Crimson Loom
- Order of the Thirst
- Order of the Harrowed
Ability Score Improvement
4th, 8th, 12th, 16th, and 19th Level
When you reach these levels, you can increase one ability score of your choice by 2, or two ability scores by 1. You can't increase an ability score above 20 using this feature.
Alternatively, you can choose a feat.
Extra Attack
5th-Level Blood Hunter Feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Blood Echo
5th-Level Blood Hunter Feature
When you have access to the fresh blood of a creature (no more than 3 days old), you can consume it as a bonus action. Choose one ability score. For the next 10 minutes, when you make a check or saving throw using that ability score, you may use the consumed creature’s modifier instead of your own.
You can use this feature once per short or long rest. If you have no uses left, you may perform a Blood Sacrament to use it again.
At 11th level, you may store 2 Blood Echos; at 17th, 3.
Prey Drive
6th-Level Blood Hunter Feature
As a bonus action, you may mark one creature you can see within 30 feet as your Prey. Until it dies or you mark another creature:
- Your movement is doubled when moving toward your Prey (within 300 feet).
- Your attacks against Prey deal an extra die of damage equal to your Sacrament Die.
- You know the direction of your Prey while on the same plane.
- When the Prey damages you or an ally within 15 feet of you, it takes Sacrament Die damage.
You can use this feature once per short or long rest, or by expending a Blood Sacrament.
Dark Augmentation
10th-Level Blood Hunter Feature
When you make a Strength, Dexterity, or Constitution ability check or saving throw, add one roll of your Sacrament Die to the result.
Vital Control
11th-Level Blood Hunter Feature
When performing a Blood Sacrament, roll your Sacrament Die twice and choose either result.
Crimson Tether
14th-Level Blood Hunter Feature
When your Prey attempts to teleport or leave your plane of existence, they must make a Charisma saving throw against your Rite Save DC.
On a failure, they take 4 × your Sacrament Die in force damage and appear in an unoccupied space within 15 feet of you instead of their intended location.
Additionally, your Prey Drive backlash damage increases to 2 × your Sacrament Die.
Hardened Soul
15th-Level Blood Hunter Feature
When you make an Intelligence, Wisdom, or Charisma ability check or saving throw, add one roll of your Sacrament Die to the result.
Blood For...
20th-Level Blood Hunter Feature
When you roll a Sacrament Die for a Blood Rite or class feature, you may instead use the average value (rounded up).
Additionally, when performing a Blood Sacrament, subtract your Constitution modifier (minimum of 1) from the damage before reducing your hit points.

Orders
Choose the Order which best represents the prowess, tact, and sinister blood magics you’ve opted to ruin your Blood Hunter with: Order of the Abomination, Order of the Crimson Loom, Order of the Thirst, or Order of the Harrowed.
Order of the Abomination
Blood Hunters that subscribe to the Order of the Abomination either care too little or too much about their physical form, utilizing horrible magics to transmute and otherwise mogrify their visage, musculature, or even psyche. The power found in their blood triggers terrible changes through Mutagens in their bloodstream. These abominations bend and twist their form to meet monsters as their peer.
Twist and Contort
3rd-level Order of the Abomination feature
Through usage of horrid alchemy, you can make your blood fester at will using the Mutagens listed at the end of this document, granting the following benefits:
Latent Mutagens. You inoculate your bloodstream with three Mutagens of your choice from the list at the end of this Order description. You don’t gain the benefits of these Mutagens until you use a bonus action to Mutate. During a long rest, you can spend 1 hour using Alchemist's supplies to perform an alchemical procedure to replace the latent Mutagen in your blood with a separate one of your choice. You gain two additional latent Mutagens of your choice when you reach 7th, 13th, and 18th level.
Mutate. As a bonus action, you can Mutate, radically pumping inoculated blood into your bloodstream and changing your physical form, gaining the benefits from a number of your Latent Mutagens up to your Constitution modifier (minimum of 1) for the next 10 minutes, or until you use a bonus action to revert to your normal form. You can Mutate once between each short or long rest at no cost, after which, you must perform a Blood Sacrament to Mutate again.
Benign Aneurysm
3rd-level Order of the Abomination feature
The Mutagens you take have addled your mind and made it an inhospitable place for those other than yourself. You have advantage against the Charmed and Frightened conditions, and if you succeed on the saving throw against them, you gain temp HP equal to two rolls of your Sacrament Die.
Permanent Change
7th-Level Order of the Abomination feature
You’ve become more twisted, stronger with time. During a long rest, you can spend 1 hour with alchemist’s supplies to make the effects of a single Latent Mutagen permanent, even when you aren’t Mutated. When you Mutate, this Permanent Mutagen always counts as one of the Latent Mutagens you gain the benefits of. You can replace this Permanent Mutagen with another one of your Latent Mutagens during a subsequent long rest.
Pathogenic
13th-level Order of the Abomination feature
Your blood has become more akin to a pathogen to others who don’t have your resolve, granting either benefits or detriment to those nearby. While Mutated, you aerosolize your blood, spreading in a 20 foot emanation, granting one of the following effects for one minute:
- Bloodlust Aura: Creatures you choose within range deal additional damage equal to one roll of your Sacrament Die the first time they hit with a weapon attack on their turn
- Septic Aura: Creatures you choose within the radius make a Constitution save at the start of their turn against your Rite DC. On a failure, choose one of the following:
- they take damage equal to eight rolls of your Sacrament die
- they are stunned for the duration, remaking the save at the end of each of their turns.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Septic Aura for the next 24 hours. This effect ends early if your Mutation ends or you are incapacitated. Once you activate this feature, you cannot do so again until the end of your next long rest.
Rapid Mutation
18th-level Order of the Abomination feature
You have gained mastery over your body’s mutability. While you are Mutated, you can use a bonus action to switch one of your active Mutagens for one of your Latent Mutagens.
Order of the Crimson Loom
Blood Hunters of the Crimson Loom are needle-handed seamsters of sinew and spirit, weaving their own lifeblood into deadly cords of arcane insight. They stitch soul to soul, twist tissue into sigils, and unravel flesh like thread.
Bloodthread Weaver
3rd-level Order of the Crimson Loom feature
You learn to stitch your essence to others by threading into their blood. As an action when you touch a creature, or whenever you hit one with a melee weapon attack, you may tether yourself to it with a thread of blood.
While tethered:
- You have advantage on Charisma (Insight) checks against the creature.
- You know the creature’s mood, pain level, and surface intent.
- You gain blindsight out to 30 feet, but only for the tethered creature.
If the creature moves more than 30 feet away from you, it must make a Constitution saving throw against your Rite save DC. On a failed save, the tether yanks violently:
- The creature takes necrotic damage equal to 2 rolls of your Sacrament Die
- It is knocked prone, and the tether is severed.
You can tether to:
- 1 creature at 3rd level
- 2 creatures at 7th level
- 3 creatures at 13th level
- 4 creatures at 18th level
This tether lasts for 10 minutes. You may use this feature once per long rest. You may expend a Blood Sacrament to use it again.
Weaver’s Knack
3rd-level Order of the Crimson Loom feature
You’ve learned to manipulate blood as thread, stitching and unraveling the world—and the people in it—in small, subtle ways.
- You gain proficiency with weaver’s tools, and may use them to perform minor surgical procedures during a short rest.
- When you or another creature regains hit points by spending Hit Dice during a short rest, you may use your tools to cause the creature to regain additional hit points equal to 2 rolls of your Sacrament Die + your Constitution modifier.
A creature can only benefit from this bonus once per rest. - Additionally, resurrection magic requires only half the necessary materials to revive you, as when you die, your body unravels into neat strands.
Thread Dance
7th-level Order of the Crimson Loom feature
You move with unnatural grace, tugging at the blood-bound threads that tie you to others. While a creature is tethered to you via Bloodthread Weaver, you gain the following benefits:
- When the creature takes damage from a source other than you, you may use your reaction to pull the thread taut, dealing necrotic damage equal to 1 roll of your Sacrament Die to the tethered creature.
- As a reaction when a tether is severed, you may immediately move up to half your movement without provoking opportunity attacks, as long as it’s in the direction where the tether broke.
Thread of Life
13th-level Order of the Crimson Loom feature
"I live? You live."
You can now tether to willing creatures using your Bloodthread Weaver feature. You choose which effects of Bloodthread Weaver apply to the willing creature.
In addition, your tethers gain the following effects:
- Once per turn when a tethered creature regains hit points, you may also regain hit points equal to your Constitution modifier + the maximum value of your Sacrament Die.
- Whenever you regain hit points, you may divide the healing among any tethered creatures as you see fit. For example, if you regain 20 hit points, you may give 12 to yourself and 8 to a tethered creature.
- As a bonus action, you may pull yourself toward a tethered creature, appearing in an unoccupied space within 5 feet of them.
Bloodthread Nexus
18th-level Order of the Crimson Loom feature
Your mastery over the Loom allows you to create a nexus of bloodthread, dispersing influence between every strand.
- When a tethered creature takes damage from any source, you may use your reaction to redirect half of that damage to another tethered creature.
- The first time that a tethered creature moves more than 15 feet each round, it must succeed on a Constitution saving throw against your Rite save DC or become restrained until the end of its next turn. A creature can only be affected once per round.
- When you deal damage to a tethered creature, you may choose another tethered creature to take equivalent necrotic damage.
Order of the Thirst
Blood Hunters of the Order of the Thirst practice a brutal philosophy of adaptation through predation. Their bodies twist to mimic the parasitic apex predators of nightmare. Beings of the long night.
The Thirst
3rd-level Order of the Thirst feature
You grow fangs that you can use as natural weapons. When you take the attack action, you may choose attack with your fangs, they have the following traits:
- Fangs are natural weapons that you may make unarmed strikes with. They have a range of 5 feet, and you can use your Crimson Coating with them.
- Fangs 1d6 piercing or necrotic damage (your choice at the time of making the attack)
- Fangs count as weapons for the sake of Crimson Coating
- Also, you can make a special attack with your fangs a number of times equal to your Constitution modifier. The attack deals a number of d6s equal to your proficiency bonus of piercing or necrotic damage. You regain hit points equal to the total damage dealt with this attack.
You may use this feature a number of times equal to your Constitution modifier. Regaining uses on completion of Long Rest.
Sanguine Instinct
3rd-level Order of the Thirst feature
As an action, you can focus on the presence of blood around you for 1 minute. For the duration, you gain the following benefits:
- You can sense the presence of living creatures within 60 feet of you, even through total cover or while they are invisible, so long as they have blood.
- You know their approximate location and form.
- If you have attacked the creature with your Fangs in the last year, you also know its identity.
Blood Zealot
7th-level Order of the Thirst feature
When you deal damage to a creature with a weapon attack while under the effects of Crimson Coating, you may choose to gain temporary hit points equal to half the damage dealt (minimum of 1).
Additionally, you may choose for your Crimson Coating to deal necrotic damage instead of its normal type.
Blood Thrall
13th-level Order of the Thirst feature
When you reduce a creature to 0 hit points and don’t kill it outright, you may immediately make an attack against it with your Fangs. The creature must succeed on a Constitution or Wisdom saving throw (its choice) against your Rite save DC, or suffer the following:
- The creature is restored to consciousness with hit points equal to your own current total.
- It is charmed by you and becomes your Blood Thrall.
- The Blood Thrall regards you as a close companion and will not harm you unless magically compelled.
- Fang attacks made against the Blood Thrall automatically hit and do not break the charm.
- Each time the Blood Thrall is hit by a Fang attack, it gains 2 points of exhaustion. These exhaustion points cannot be removed by any means while it remains your Thrall.
- The Blood Thrall cannot regain spell slots.
- You always know its precise location and current activity.
Additionally, if you have a Blood Thrall active, you can summon them to your location if you have a corpse killed within the last week and perform a Blood Sacrament, you may summon your Blood Thrall in the corpse’s space
Your Blood Thrall is charmed by you for 30 days, after which it may remake the Wisdom of Constitution saving throw to break the charm.
A creature that was your Blood Thrall previously cannot be made your Blood Thrall again unless under the light of a full moon.
You may use this feature once per long rest.
Bloodborne Ascension
18th-level Order of the Thirst feature
Your blood magic reaches its peak, allowing you to transcend mortal limits. As an action, you may perform a Blood Sacrament to ascend for 1 minute, gaining the following benefits:
- Advantage on all attack rolls against creatures with blood.
- A fly speed equal to your walking speed.
- The ability to speak with animals.
- You may make one additional attack whenever you take the Attack action.
Order of the Harrowed
The Order of the Harrowed sees pain not as punishment, but as revelation. These blood hunters become marked saints of suffering, wielding torment like a sacred rite. Their every wound is a prayer, every scar a scripture.
Harrowbrand
3rd-level Order of the Harrowed feature
You’ve been branded, embracing the sacred agony of your path, and through pain – purpose. When you perform a blood sacrament, you enter a state of divine torment until the end of your next turn. While in this state:
- You have advantage on your next weapon attack roll.
- Creatures of your choice within 5 feet of you when you perform the Blood Sacrament cannot regain hit points until the end of your next turn.
- The space you occupy becomes desecrated in blood. For creatures of your choice, the space is considered difficult terrain, and the first time a creature moves into or starts its turn in that space, it has disadvantage on the first saving throw it makes.
Blood Communion
3rd-level Order of the Harrowed feature
Blessing through agony, your blood carries divine resonance. When you perform a Blood Sacrament, you may offer a drop of your blood to another creature or vessel. When a creature drinks your blood willingly, one of the following effects is bestowed:
- Blessing of Endurance. The creature gains temporary hit points equal to your Constitution modifier plus the size of your Blood Sacrament die.
- Shared Vision. You and the creature can magically transmit simple messages and images between one another.
- Painbound. You and the creature may add your Blood Sacrament die to the next saving throw made in the next hour. This benefit ends early for both if one of you is reduced to 0 hit points.
Purifying Agony
7th-level Order of the Harrowed feature
Divine torment cleanses both mind and body. When you start your turn while suffering from the charmed, frightened, stunned, paralyzed, or poisoned condition, you may immediately perform a Blood Sacrament. This does not require a bonus action to do so.
When you do, you may ignore the triggering condition until the end of your turn. The condition then resumes as normal. If the condition would end at the end of your turn, it ends as usual.
Blood Rejoices
13th-level Order of the Harrowed feature
Wounds are not weakness, they are scripture. When you take damage, it counts as if you were performing a Blood Sacrament.
Once you use this feature, you may not use it again until the start of your next turn.
Icon of Agony
18th-level Order of the Harrowed feature
You are not merely a martyr, you are a walking altar of torment. While you are below half your maximum hit points:
- Performing a Blood Sacrament deals no damage to you, and your maximum hit points are unaffected.
- The first time you drop to 0 hit points, you may instead drop to 1 and immediately activate Harrowbrand.
Rites
Below are the Blood Rites that are available to all Blood Hunters. If a rite has a prerequisite Blood Hunter level, you can learn that Rite at the same time you meet its prerequisite level. Whenever you learn a new Blood Rite you can choose one Blood Rite you know and replace it with another Blood Rite of your choice for which you meet the prerequisites.
RITE OF AGONY
As a bonus action, you invoke this Rite and force one creature that you can see within 30 feet to make a Constitution saving throw. On a failed save, it has disadvantage on Strength and Dexterity ability checks and saving throws, and each time it makes an attack it takes necrotic damage equal to one roll of your Sacrament die. These effects end at the end of your next turn.
Empowered Agony. The effects of this Blood Rite last for 1 minute. The creature repeats this saving throw at the end of each of its turns, ending the effect early on a success.
RITE OF ANXIETY
As a bonus action, you invoke this Rite and curse a creature you can see within 30 feet, making it susceptible to outside influence. For 1 minute, creatures of your choice who make a Charisma check to influence the target can add one roll of your Sacrament die to the result of their ability check.
Empowered Anxiety. The creature also has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw it is forced to make before the end of your next turn.
RITE OF BINDING
As a bonus action, you invoke this Rite and force a Large or smaller creature that you can see within 30 feet to make a Strength saving throw. On a failed save, its speed is reduced to 0 and it can't use reactions until the end of your next turn.
Empowered Binding. You can target a creature of any size with this Rite, and it lasts for 1 minute. Creatures can repeat this saving throw at the end of each of their turns, ending the effects on a success.
RITE OF BLINDNESS
When a creature that you can see within 30 feet hits another creature you can see with an attack, you can use a reaction to invoke this Rite. The attacker subtracts one roll of your Sacrament die from its attack roll, potentially turning a hit into a miss.
Empowered Blindness. The creature must also subtract one roll of your Sacrament die from every weapon and spell attack roll it makes until the end of that creature's following turn.
RITE OF THE RED GATE
As a reaction, you invoke this Rite when one creature you can see within 30 feet reaches 0 hit points and is knocked unconscious. The creature is stabilized and is teleported to an unoccupied space within 5 feet of you as they are enveloped by their own blood.
Empowered Red Gate: The creature is healed by an amount equal to the value of your Sacrament die + your CON modifier, and is teleported to an unoccupied space within 30 feet of you.
RITE OF CLOSED MIND
As a bonus action, you invoke this Rite to curse one creature you can see within 30 feet. You can force a creature to make a Intelligence Saving Throw or fall under the effects of the spell enthrall for 1 minute.
RITE OF KNOWLEDGE
When you learn this Rite you learn two ritual spells of 3rd-level or lower from any spell list. You can only cast them as rituals, and to do so you must perform a Blood Sacrament.
RITE OF SIPHONING
As an action, you can invoke this Rite and force one creature you touch to make a Charisma saving throw. On a failed save, the creature takes necrotic damage equal to two rolls of your Sacrament die, and you gain temporary hit points equal to the necrotic damage taken by the creature.
Empowered Siphoning. The necrotic damage from this Rite is treated as the maximum possible amount instead of rolling.
RITE OF THE BEAST
Prerequisite: 5th-level Blood Hunter
As an action, you invoke this Rite as you touch a living non-hostile beast, smearing a drop of your blood on its face. It must succeed on a Charisma saving throw or become enthralled by you for 1 hour, or until it is reduced to 0 hit points.
An enthralled beast is friendly to you and your allies and obeys your orders completely. In combat you share initiative and it acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use your bonus action to command it to take an action from its stat block or another action. If you can ride the beast then it counts as a trained mount for the duration of this Rite.
You can only have one creature enthralled by a Blood Rite at a time. Attempting to enthrall another creature with a Rite instantly frees any other creatures you have enthralled.
Empowered Beast. The beast remains enthralled by this Blood Rite until the end of your next long rest.
RITE OF BONDING
PREREQUISITE: 5TH-LEVEL BLOOD HUNTER
As an action, you invoke this Rite as you combine a drop of your blood with a drop of blood from a willing creature you touch, forging a dark bond. While the other creature is within 60 feet of you, it is resistant to all damage. However, if this bonded creature takes damage, you take the same amount.
The effects of this Rite last for 1 hour, but it ends early if either you or the other creature are reduced to 0 hit points, or if you are more than 60 feet apart for more than 1 minute.
You can only enter into one such bond at a time. Using this Rite with another creature instantly ends the previous bond.
Empowered Bonding. The effects of this Blood Rite last for 8 hours, and only end early if either of you is reduced to 0 hit points or is more than 1 mile apart for more than 1 hour.
RITE OF CORROSION
Prerequisite: 5th-level Blood Hunter
As a bonus action , you invoke this Rite to force one creature that you can see within 30 feet to make a Constitution saving throw. On a failed save, the creature is poisoned for 1 minute. It can repeat this Constitution saving throw at the end of each of its turns, ending the effect on a success.
Empowered Corrosion. While poisoned, the creature’s AC is reduced by 1.
Moreover, whenever it fails this Constitution saving throw, it takes necrotic damage equal to two rolls of your Sacrament die.
RITE OF EXPOSURE
Prerequisite: 5th-level Blood Hunter
As a bonus action, you invoke this Rite to curse one creature you can see within 30 feet. Any damage dealt to it before the end of your next turn ignores all of its damage resistances.
Empowered Exposure. Any damage it takes before the end of your next turn treats damage immunity as resistance.
RITE OF THE PUPPET
Prerequisite: 5th-level Blood Hunter
When a creature you can see within 30 feet is slain, you can use your reaction to invoke this Rite to cause the creature to stand up, move up to its walking speed, and make a weapon attack against a creature of your choice within its reach.
Empowered Puppet. The target adds one roll of your Sacrament die to its attack and damage roll as part of this Blood Rite.
RITE OF AGGRESSION
Prerequisite: 9th-level Blood Hunter
As an action, you invoke this Rite and touch a willing creature radically increasing its aggression. For 1 minute, or until it is incapacitated, it gains the benefits and drawbacks below:
It can make one additional attack whenever it takes the Attack action or when it uses the Multiattack feature. It can take the Dash action as a bonus action on its turns. It gains a +2 bonus to its AC and Dexterity saving throws. If it ends its turn and has not dealt damage to a hostile creature since the end of its previous turn, the creature takes necrotic damage equal to one roll of your Sacrament die. When this Rite's effects end, the creature must succeed on a Constitution saving throw or suffer one level of exhaustion. While this Rite is active, you concentrate on it as if it were a spell.
RITE OF THE DEAD
Prerequisite: 9th-level Blood Hunter
As a bonus action, you invoke this Rite to force one creature that can see or hear you within 30 feet to make a Wisdom saving throw. On a failure, it is frightened of you for 1 minute.
While frightened in this way, a creature must do all it can to move as far away from you as possible by the safest route that it can. If it cannot move it can take the Dodge action. If it can end its turn where it cannot see you, it can repeat this saving throw, ending the effects of this Rite on a success.
Empowered Dread. On a failure, the creature is instead stunned for the duration, so long as it can see you. If it takes damage, it can repeat the saving throw, ending the effect on a success.
RITE OF THE OPEN GRAVE
Prerequisite: 9th-level Blood Hunter
As an action, you can touch a creature that has died within the last minute, snatching its soul back from the grave, and returning it to life with 1 hit point. However, when a creature is brought back to life by this Rite it gains a permanent death saving throw failure. This side effect can only be removed by greater restoration or a spell of similar, or greater, power.
This Rite cannot return a creature to life that died of old age, and it cannot restore a creature's missing body parts.
Empowered Open Grave. The creature does not gain a permanent death saving throw failure, but instead suffers a single level of exhaustion, which is healed by a long rest.
RITE OF THE SENSELESS
Prerequisite: 9th-level Blood Hunter
As a bonus action, you invoke this Rite to force one creature that you can see within 30 feet to make a Constitution saving throw. On a failure, it is blinded, deafened, and cannot speak or make any sound for 1 minute. It repeats this saving throw at the end of each of its turns, ending the effect on a success.
Empowered Senseless. The creature's speed is reduced to 0 for the duration along with the other effects of this Rite.
RITE OF STOPPING
Prerequisite: 9th-Level Blood Hunter
Hold a Blood Sacrament. As a reaction you invoke this Rite when one creature you can see within 30 of you feet casts a spell. The creature must succeed on a Wisdom saving throw vs. your Rite Save DC, or the spell fails and is wasted.
Empowered Stopping. The creature also cannot cast that same spell again for 1 minute. You may use this Empowered Rite once per long rest.
RITE OF THE UNDYING
Prerequisite: 9th-level Blood Hunter
As an action, perform a Blood Sacrament, rolling your Sacrament Die three times. If this damage reduces your current HP to 0, gain 1 HP instead. Additionally, gain half of your maximum hit points back in the form of Temp HP. This Temp HP lasts until it reaches 0, or you end a turn without having taken any damage. Once the Temp HP expires, you become unconscious and automatically fail one Death Save.
RITE OF DECAY
Prerequisite: 13th-level Blood Hunter
As an action, you invoke this Rite to force a creature you can see within 30 feet to make a Constitution saving throw as you corrupt its blood. On a failure, it takes necrotic damage equal to four rolls of your Sacrament die, its speed is halved, and it cannot take reactions. It can repeat this Constitution saving throw as an action. On a success, the effects of this Rite end, but on a failure, it takes additional necrotic damage equal to two rolls of your Sacrament die and suffers one level of exhaustion.
Empowered Decay. This Rite ignores necrotic resistance and treats necrotic immunity as resistance. Also, any creature killed by this Rite is reduced to a pile of flesh-colored dust.
RITE OF NIGHTMARES
Prerequisite: 13th-level Blood Hunter
As an action, you invoke this Rite to force a creature you can see within 30 feet to make a Wisdom saving throw, infecting its mind with nightmarish phantasms. On a failed save, the creature takes psychic damage equal to four rolls of your Sacrament die and is frightened of you for 1 minute.
The creature repeats this Wisdom saving throw at the end of each of its turns. On a successful save, the effects of this Rite end, but on a failed save, the creature takes additional psychic damage equal to two rolls of your Sacrament die.
Empowered Nightmares. The creature is incapacitated and has a speed of 0 for the duration of this Rite's effects.
RITE OF THRALLDOM
Prerequisite: 13th-level Blood Hunter
As an action, you invoke this Rite and touch a live humanoid, smearing a drop of your blood on its face. It must succeed on a Charisma saving throw or become enthralled by you for 1 minute, or until it is reduced to 0 hit points.
An enthralled humanoid is friendly to you and obeys your orders completely. In combat it shares your initiative and acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action on its turn unless you use your bonus action to command it to take one of the actions from its stat block or another action.
You can only have one creature enthralled by a Blood Rite at a time. Attempting to enthrall another creature with a Rite instantly frees any other creatures you have enthralled.
Empowered Thralldom. The humanoid is enthralled by this Blood Rite for up to 1 hour.
RITE OF EXSANGUINATION
Prerequisite: 17th-level Blood Hunter
As an action, you invoke this most powerful and ancient Rite and force one creature you can see within 30 feet to make a Constitution saving throw, as you attempt to drain its body of all blood. On a failed save, it takes necrotic damage equal to twelve rolls of your Sacrament die, and half as much on a success.
Any creature that you have dealt damage to since the start of your previous turn has disadvantage on this saving throw.
Once you invoke this Blood Rite you must finish a short or long rest before you can invoke it again. You cannot perform a Blood Sacrament to circumvent this once per rest restriction.
Empowered Exsanguination. This Rite ignores necrotic resistance and treats immunity as resistance. Any creatures killed by this Rite are reduced to a pile of flesh-colored dust.
RITE OF REAPING
Prerequisite: 17th-level Blood Hunter
As an action, you invoke this most powerful and ancient Rite and force creatures of your choice within 60 feet to make a Constitution saving throw as you draw all blood toward you.
Creatures take necrotic damage equal to five rolls of your Sacrament die on a failed save, and half as much on a success.
Any creature that you have dealt damage to since the start of your previous turn has disadvantage on this saving throw.
Once you invoke this Blood Rite you must finish a short or long rest before you can invoke it again. You cannot perform a Blood Sacrament to circumvent this once per rest restriction.
Empowered Reaping. This Blood Rite ignores necrotic resistance and treats immunity as resistance. Any creatures killed by this Rite are reduced to a pile of flesh-colored dust.
RITE OF REJUVENATION
Prerequisite: 17th level Blood Hunter
As an action, you invoke this most powerful and ancient Rite and touch another living and willing creature, granting it an increase in stamina at the cost of its health. It instantly gains all the benefits of a short rest, including the ability to expend its Hit Dice to regain hit points. However, the maximum life span of the creature is permanently reduced by 1 year and 1 day, and it suffers 1 level of exhaustion.
Once you invoke this Blood Rite you must finish a short or long rest before you can invoke it again. You cannot perform a Blood Sacrament to circumvent this once per rest restriction.
Mutagens
These bodily modifications arise from experimental alchemy, viral strain, or curseborn distortion. Once a mutagen takes root in your system, its effects are permanent unless explicitly removed or overwritten. Some mutagens require a minimum Blood Hunter level to use.
Mental Splitter
Your mind fractures under a new alchemical strain, unlocking strange echoes of power.
You can cast detect thoughts without expending a spell slot. Constitution is your spellcasting ability.
Silken Glands
Strange spinnerets form beneath your nails. It hurts...
You can produce a sticky silk-like substance. As an action, you can cast web (save DC = your Blood Rite Save DC) without expending a spell slot or material components.
Volatile Core
Your body radiates unstable energy.
When you reach 0 HP, you can choose to explode in a burst of volatile chemicals. All creatures within 10 feet of you must make a Dexterity saving throw or take fire, acid, cold, or poison damage equal to a number of Sacrament Die rolls equal to your proficiency bonus. Creatures who succeed take half damage.
Tremor Veins
Your limbs tremble with raw kinetic potential.
When you hit a creature with a melee attack, you can choose to push it 10 feet away in a straight line.
Hollow Bone
Your body becomes lightweight.
Your speed increases by 10 feet.
Furnace Heart
Fire, from the inside.
You are resistant to fire damage. When a creature grapples or hits you with a melee weapon attack, it takes fire damage equal to one roll of your Sacrament Die.
You shed bright light in a 10-foot radius.
Grave Pulse
Prerequisite: 7th-level Blood Hunter
Your heart has stopped beating.
Your creature type becomes Undead. You are immune to the frightened condition and appear dead as if under the effects of feign death.
Adaptive Camouflage
Prerequisite: 7th-level Blood Hunter
Your skin shimmers and breaks, you are hidden.
You have advantage on Dexterity (Stealth) checks. If you remain motionless, you are invisible. Taking an action, moving, or making noise reveals flickering streaks of light.
Duplicate Pulse
Prerequisite: 7th-level Blood Hunter
A second heart mutates within your chest.
When you fail a Constitution saving throw, you can choose to succeed instead. Once per long rest. You may perform a Blood Sacrament to use it again before resting.
Frenzied Reflexes
Prerequisite: 7th-level Blood Hunter
Your nervous system accelerates unnaturally.
You can take an additional reaction each round and have advantage on initiative rolls.
Opportunist Mindset
Prerequisite: 7th-level Blood Hunter
Your eyes dart with wild paranoia.
You can take an additional bonus action each round.
Painlace
Prerequisite: 13th-level Blood Hunter
You are invigorated by suffering.
The first time you take damage equal to or greater than your level on a turn, you gain temporary hit points equal to your Constitution modifier. These fade at the end of the turn.
Severed Nerves
Prerequisite: 18th-level Blood Hunter
Sever the brain, silence the pain.
After using a Blood Rite or performing a Blood Sacrament, you gain resistance to all damage until the start of your next turn. During that time, you cannot be healed or gain temporary hit points.
Mutagens (from Lazerllama)
The following mutagens are identical to those found in Lazerllama’s Blood Hunter Rework.
Aberrant Sight
Your eyes become voids of inky darkness.
You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 60 feet. You can see through magical darkness.
Aquatic Adaptation
Your neck sprouts gills or your skin becomes amphibious.
You gain a swimming speed equal to your walking speed and can breathe both air and water.
Enhanced Movement
Your legs thicken unnaturally.
You can take the Dash action as a bonus action each turn.
Grappling Appendage
You grow a tentacle-like limb from your back.
It has 10-foot reach, can make unarmed strikes, shove, or grapple. It deals bludgeoning damage equal to one Sacrament Die.
At 13th level, you grow two such appendages.
Knotted Flesh
Your skin becomes barklike and gnarled.
You may use Constitution instead of Dexterity when calculating AC in armor. If unarmored, your AC = 13 + Constitution modifier.
Monstrous Glide
You grow leathery flaps like a bat.
When falling at least 10 feet, you can subtract up to 100 feet from the fall when calculating damage. You can move horizontally 2 feet per 1 foot fallen.
Oozing Form
You become semi-liquid.
As a bonus action, you can morph into an ooze-like state. You can squeeze through 1-inch gaps. You cannot attack while in this form.
Unnatural Physicality
Your frame surges with toxic strength.
Add one Sacrament Die roll to all Strength (Athletics) and Dexterity (Acrobatics) checks.
Acidic Bile
Prerequisite: 7th-level
You learn the acid splash cantrip. Constitution is your spellcasting ability. When dealing damage with it, add your Constitution modifier.
Corrosive Blood
Prerequisite: 7th-level
Your wounds seethe with acid.
When hit by an attack and the attacker is within 30 feet, use your reaction to deal acid damage equal to one Sacrament Die + your Constitution modifier.
Dislocated Reach
Prerequisite: 7th-level
Your arms stretch unnaturally.
Your melee reach increases by 5 feet.
Engorged Physique
Prerequisite: 7th-level
Your body enlarges grotesquely.
You grow by one size (e.g., Medium to Large), your reach increases by 5 feet, and your melee attacks deal extra damage equal to one Sacrament Die.
Inoculated Vigor
Prerequisite: 7th-level
You are immune to acid and poison damage, all diseases, and the poisoned condition.
Viscous Grip
Prerequisite: 7th-level
Your limbs secrete a sticky resin.
You gain a climbing speed equal to your walking speed and can climb without checks. Creatures have disadvantage on attempts to escape your grapple.
Accelerated Physiology
Prerequisite: 13th-level
You can make three attacks when you take the Attack action.
If you end your turn without having attacked since your previous turn, take necrotic damage equal to one Sacrament Die.
Alchemical Intellect
Prerequisite: 13th-level
You gain advantage on Intelligence, Wisdom, and Charisma saving throws, but disadvantage on Strength, Dexterity, and Constitution saving throws.
Hideous Regeneration
Prerequisite: 13th-level
If you begin your turn with less than half your HP but more than 0, you regain HP equal to your Constitution modifier (minimum 1).
Monstrous Flight
Prerequisite: 13th-level
You grow leathery wings.
You gain a flying speed equal to your walking speed.
Synthetic Carapace
Prerequisite: 13th-level
You grow an insectoid exoskeleton.
You gain a +2 bonus to AC and resistance to bludgeoning, piercing, and slashing damage from nonmagical, non-silvered weapons.
Thanks
For
Reading
Cover Art: Marie Magny
Art 1: Minttu Hynninen
Art 2: 红龍
Art 3: Kagtavi
Art 4: Irina Nordsol
Art 5: Anna Podedworna
Art 6: Nebeziel
Art 7: スシザワ
Art 8: Ami Thompson
Playtesters: Shay Chevallier, Matthew Fronappel, Sarah Dakdouk
Editors: David Kelly, Spencer Koehler, James Simmons
Content Curators: Matthew Fronappel, David Kelly, Spencer Koehler, James Simmons
Special Thanks: Naija Cheek, Evan Combs, David Kelly, Ashlyn King-Chuparkoff